class DaggerFire extends SRMeleeFire;

var() array<name> FireAnims;
var name LastFireAnim;

function PlayFiring()
{
     Super.PlayFiring();
}

simulated event ModeDoFire()
{
     local int AnimToPlay;

     if(FireAnims.length > 0)
     {

         AnimToPlay = rand(FireAnims.length);

          LastFireAnim = FireAnim;
          FireAnim = FireAnims[AnimToPlay];

          damageConst = default.damageConst;
          DamagedelayMin = default.DamagedelayMin;

           //  3  and 2 should never play consecutively. it looks screwey.
            //  3 should never repeat directly after itself. buffer with 1

          if(LastFireAnim == FireAnims[1] && FireAnim == FireAnims[2] ||
           LastFireAnim == FireAnims[2] && FireAnim == FireAnims[1] ||
            LastFireAnim == FireAnims[2] && FireAnim == FireAnims[2])
            FireAnim = FireAnims[0];

     }



  Super(SRMeleeFire).ModeDoFire();

}

defaultproperties
{
	DamTypeInfiltrator = Class'DamTypeDagger'
	InvisExpence=0.75
	StunAbility = 50

     FireAnims(0)="Fire"
     FireAnims(1)="Fire2"
     FireAnims(2)="fire3"
     FireAnims(3)="Fire4"
     damageConst=70
     maxAdditionalDamage=0
     ProxySize=0.120000
     DamagedelayMin=0.570000
     DamagedelayMax=0.570000
    hitDamageClass=Class'DamTypeKnife'
     MeleeHitSounds(0)=SoundGroup'KF_AxeSnd.Axe_HitFlesh'
     HitEffectClass=Class'KFMod.KnifeHitEffect'
     FireRate=0.710000
     BotRefireRate=0.710000
}
